Wednesday, October 5, 2011

Stratego Modification Experimentation

After taking a two-week break from board games to work on our group project (Team Hexagon), Game Design class has returned to our chosen board games. For last class we had to write up another deconstruction of the game balance in our board game, and since my game is Stratego, it ended up being a fairly long essay haha. We're starting the experimentation phase of the main project of the class - the board game mod - where we have to heavily analyze our game, choose the mechanics we think are the most successful, remove or change less successful mechanics, add new mechanics by experimenting with them through play-testing, and weave it all together by creating our game with a new theme and story. In the end, we'll have created an entirely new board game that is unrecognizable from the one we started with.


 
Successful game elements I would like to keep:
  1. Players start on opposite sides of the board.
  2. Players set up their pieces beforehand, and the players cannot see each other's pieces.
  3. Each player has the same number of pieces which they place on the first rows of their side.
  4. One team (either red or blue) always goes first.
  5. Turn-based. A player cannot skip a turn.
  6. Lowest-rank pieces have special abilities that make them valuable.
  7. Able to place a small amount of “bombs” in order to protect something (or use offensively?).
  8. Both players have equal chances and are trying to reach a certain place on the board to attain some sort of flag or treasure.

Game elements that could use improvement:
  1. The pieces. There are so many pieces, ranks, special abilities, and rules for play that I definitely want to simplify the game a little. New players have to consult the game manual often throughout the game because there's just too much to remember at first.
  2. The two lakes in the middle of the map. Though they add a little interest and strategy to the terrain, they're boring elements that could be improved.
  3. Strategic situations. Though there is potential for lots of strategy in Stratego, the nature of the game makes it a guessing game where little strategy can be applied effectively. I would like to add more strategic situations, thereby creating more tension and memorable moments.

Game elements I would like to add or change:
  1. Less different kinds of pieces – only 6 (plus S).
  2. Less different kinds of pieces – 8 pieces in all (without an S).
  3. S piece has different abilities/factors.
  4. Remove both lakes.
  5. Remove both lakes and replace them with another factor such as a randomized Pandora's box (randomized with dice roll?) that can give them one of three things – a reward (special item?), a neutral factor, or something negative (like a curse).
  6. Keep the lakes but make them smaller (either one square taken out, or a line of them).
  7. Make the lakes more interesting by adding new factors to them, such as making them into swamps where a player can move their pieces and not be attacked, but can't leave for another turn and can't attack an opponent unless the opponent enters the swamp area as well.
  8. Make the lakes smaller and into volcano pits that pieces can be pushed into. A player can push an opponent's piece into the volcano pit if the piece is somewhere around it, killing them, but the attacking piece must move into the other piece's previous space.
  9. Add other elements to the map such as “speedways” on either side. The speedways make players zoom forward 3 spaces. Maybe add another column to the map on either side to make it wider and accommodate this.
  10. Add treasures/traps on the map.
  11. A different theme would give Specialist pieces different special abilities.
  12. Different types of “bombs” - possibly one that sends the opponent's attacking piece back to the last open space on their board (teleports the piece).
  13. Do you need a “revealing” piece (Spotter)? Remove the Spotter.
  14. Could the players be fighting over something in the middle of the board (one flag/treasure)?
  15. Making the board larger (more spaces horizontally).
  16. Players place the hidden piece that their opponent is trying to capture – could it be a set piece somewhere, or are they trying to find it? (use larger board).
  17. Add a weak Specialist piece whose special attack blocks enemy movement with a barrier.
  18. When one piece attacks another and they are both the same rank, a dice roll or some sort of mini-game will decide who wins and who is removed.
  19. Add a “push” element. Pieces can move, attack, use special attack (if applicable), or “push” an opponent's piece. This can be used to create new strategies and force your opponent backwards, into a trap, or into one of the craters in the map.
  20. Bombs cannot be disarmed, but once they are blown up once (on attack), are removed.

    Radical changes I could try:
  21. Make one god-like “General” character for each team that has powerful special abilities and is somewhat difficult to kill, but still has an exploitable vulnerability.
  22. Make it so pieces cannot kill each other – they can only be killed by bombs or the craters/traps in the map. A player can only “push” their opponent around until they get to the flag.

Some of these changes will be accomplished by creating new pieces and editing the map. Every game will test only one mod at a time. The results of each experimentation will be measured through pros-and-cons for how successful or unsuccessful it is, and game play-by-plays as well as notes will be written for each modification.
 
     It's a good thing my friends love playing this game, haha. On to observing and playing games!

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